FAQ and Errata Thread

Hey guys. In Character creation. When selecting gear profiles It states that the Trader gets rolls on the ‘aid’ table. As far as I can see there is no such table, only good, beverages or chems.

Also it doesn’t explicitly state so, but can clothing be worn with an outfit. Say can a Lab Coat be worn over tough clothing. It says that an outfit cannot be worn with armour but doesn’t state that it can’t be worn with clothing.

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Hey guys. In Character creation. When selecting gear profiles It states that the Trader gets rolls on the ‘aid’ table. As far as I can see there is no such table, only good, beverages or chems.

aid should be propably chems

Also it doesn’t explicitly state so, but can clothing be worn with an outfit. Say can a Lab Coat be worn over tough clothing. It says that an outfit cannot be worn with armour but doesn’t state that it can’t be worn with clothing.

Yes, could be clarified just for sure.
As I understand you can wear Clothing + Outfit or Clothing + Armor combination but not Outfit + Armor.

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As I mentioned earlier the Mods, especially for weapons are a bit chaotic.

There are a lots of mods with the same name but slightly different effects, or even the same effects but different weight and/or cost, ect. Or 6 different mods with the same effects.
And some case seems illogical, like a tire iron can be only bladed while the lead pipe can be spiked or heavy, but in the reality they are not so different. And sometimes the same mods require different perks, like Blacksmith 1 or Blacksmith 2. Why ?

The reason behind of these the computer games. The Fallout 4 and Fallout 76.

In those games it is not a problem to have dozens of variations to a Mod. Your computer will handle the data, calculate the stats, ect.
So probably it was not a requirement to make them common, clear, logical.

But it does not works in a tabletop RPG. It is not a GM or Player friendly solution. You must have to check a lots of different table just for this.

In the other hand, a good Blacksmith can make spiked or bladed a sledgehammer, spiked a baton or hooked/curved a sword.
In a tabletop RPG you can use your imagination, and for this it is far better than any of the CRPGs. So the stupid limits of a computer game should not prevent the tabletop variant.

I created two proposals. The first sheet on this link is mainly what the book contain. I just merged some slightly different mods to make it a bit easier and clear.

The 2nd proposal sheet a bit more deviant. First of all, there is no fix cost for mods, but a percentage of the base cost of the weapon used for.
Ie. A long barrel would have a cost of 20%. It means a long barrel for a 10mm Pistol (50 caps) require 10 caps and 22 caps for a Combat Rifle (117 caps). May require a bit calculation but a clear rule, and the same mod would be more expensive for a stronger (and more expensive) weapon, no additional table required.
In the case of melee weapons I would let here more freedom. I would say, you can barbed a baseball bat, a board, a baton, a sword, ect. Just choose a mod to your melee weapon, whatever it is, explain to the GM how the mod applied and that’s all. And let them to combine mods. Make it weighted, add some razor edge, ect.
Limit can be the Blacksmith perk. Without it, you can attach only 1 mod to a melee weapon. With Blacksmith 1 you can do it with 2. 3 mods require Blacksmith 2 and Blacksmith 3 means you can attach 4 different mods to your melee weapon.

In example you have Blacksmith 2. You can have 3 mods. You grab a crowbar (I would say it has the same stats as a Tire Iron), adding some blades, huge nails and heavy chains to it.
Tire Iron base cost is 25 caps. The mods technically choosed and added are Improved (+1 damage, +20% cost, so 5 caps), Advanced (+1 damage, to a total of +2 damage bonus, +30% cost, so 7 caps) and Bleeding (gain persistent, +30% cost, also 7 caps)
So the crowbar will have 5 CD damage with persistent effect, and a total cost of 44 caps if you want to sell it.
How do you call it ? Call it Advanced Bladed Crowbar, Weighted Barbed Crowbar, My Killer Precious, Lucille 2103, whatever…

Distance, Range, Zone

I’m not really sure this dynamic range-method with zones will be clear for everyone, especially for people who are never met similar in different games. Examples would help a lot.

Because how do you know how many zone you should use ? What is the minimum - maximum size of a zone ? If you fight in a room, how many zone do you use ? on a street ? on the ocean ?
fighting on a 500 meter long bridge, how many zone should use ? and if the bridge is 50 meter only ? 10 ? does it matter ? well, when a sniper shooting you from the other side while you try to cross, it does…

Or the question sound stupid ? Maybe yes, because the book give you no tipps about the size of the zones…

If you would say just the followings (like a different game does), maybe would be clearer…
Close - several meter
Medium - several dozen meter
Long - a few hundred meter
Extreme - beyond long range

In this case we will know the ranges.
10 meter long bridge ? the other side is even in close range
50 meter long bridge ? medium range
100 meter long bridge ? long distance… but with a sprint you are still crossed
500 meter long bridge ? extreme range, the sniper has time to shoot a few times before you reach the other side…

or please explain how should be used ?

Zones are a combination of space, range, cover, line of sight etc. I’ve had bar fights where the upstairs is a zone, the main floor is a zone, behind the bar is a zone, the back room is a zone etc.

I had players come from D&D to Conan and they had the hardest time. Once they grasped that zones are narrative constructs and not strict feet and inches it went much better.

I think we could need dual wield rules. How to fight with two swords in each hand, or two saved-off shotguns or two pistols?.

You spend AP to make a second attack. One weapon or two is irrelevant.

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While not officially part of Fallout 2d20, you can look to older 2d20 System games for dual-wielding rules if you want to houserule them in:

In essence, the houserule would look something like this:

If you make an attack on your turn, and then spend AP to buy a second major action which will also be an attack but using a different weapon, it only costs 1 AP rather than 2.

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I had players come from D&D to Conan and they had the hardest time. Once they grasped that zones are narrative constructs and not strict feet and inches it went much better.

You see, even to your players was hard to understand it. The rulebook should explain it clearly to make it easier to understand.

Even if only in the Game Master section, with examples and maybe with graphics. At least the GM should understand how it is works.

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It is nebulous. But very much by design. Im certain the Toolkit will give some examples. But, this is certainly something that should be easier for Old-hats to pick-up than new DMs. Its strenght is in that it can be modified on the fly.

As a player you got just gatta run with it and trust your DM has the best interests of the party at hand (otherwise why are you playing with them).

As a DM, your goal is to prepetuate the game in favor of the players, so you jsut need to ensure consitancy. The Zone system may be difficult to grasp for “rule-lawyer” type players. but it allows you to repbalance as encounters are generated and doesnt require reliance on board visibility like say 3.5\PF

Side Note: I also just posted an ecounter map with a zone division in my HB topic ([Homebrew] Welcome to The Dominion - #9 by ComradeCannon)

Then wielding 2 weapons wouldn’t be any different than wielding 1 weapon. It is relevant. Salvo of two 10mm auto pistol in one action is much better than salvo of just 1 pistol.

It makes more sense to me than what’s Grendel proposed

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I proposed what the RAW are for extra attacks. Nathan’s is a house rule from other systems. In the end though, whatever works for you :slight_smile:

My players who played exclusively D&D with feet and squares didn’t immediately grasp zones. Players who are more theater of the mind or who’ve played other zone based games (of which there are plenty) got it right away.

Once you get away from the idea that a zone is distance and consider that it’s a distinct area of the combat it makes way more sense. This is a map I used for a game with the zones mapped out. The cabin interior is a zone, the porch is a zone, the walkway is a zone, the tree is a zone, the exterior is a zone. I probably should have done the exterior different, perhaps have had the well as it’s own zone.

It’s significantly faster than counting squares and lends itself to far more narrative combats.

Its funny because, I mostly played/Ran PF2e Games. Which are obviously very combat grid heavy. But i ran a playtest with some players last week, mostly due to my concern of the players and my own shift to this zone system. but It has a very good flow to it. And it worked well enough in the scope of the over all system that my players or myself, as the DM, didnt really need to twek or challenge movements or actions. Which is a change of pace for me as a DM lol. Its nice change and kept the players more in the moment than looking to min/max as much.

Forgive my ignorance, but what is a more elaborate explanation for the Burst damage effect?

On page 30 and 88, it states as follows: “Burst: The attack may hit one additional target within Close range of the primary target for each Effect rolled. Each additional target costs 1 additional shot from the weapon.”

When does the character choose to expend ammo for Burst? After the Test and Damage rolls?
Does Burst do the original damage rolled to each additional target? E.g. On 6 damage with 2 effects, Burst can deal 6 damage to two additional targets at Close Range?
Does Burst hit the same locations as the original target? Or does each hit require its own location hit?
Does Burst have any effect on targets with a higher Defense than the original target?

For the last question, assume that the original target has a Defense of 1 and is within Close Range of a second target with a Defense of 2. The attacker rolls only 1 success on their attack. Can Burst hit the second target?

The way I run it is as follows.

1 - Attack the primary target.
2 - Roll damage (including damage from ROF)
3 - If there are any Effects then choose to spend additional ammo to hit more targets.
4 - Damage is the same.
5 - Roll locations separately.

If you start rolling different damage dice each time and needing to recalculate success because of differing defense numbers you’ll be there all night. It also leads to situations where the primary target takes barely anything but another target gets pasted.

[quote=“PaulTheBlack, post:138, topic:14660”]
When does the character choose to expend ammo for Burst? After the Test and Damage rolls?[/quote]

Yes - you can’t determine how many secondary targets can be hit until after the damage is rolled. Each Effect rolled allows you to pick one extra target to hit with the attack, at the cost of 1 ammo for each extra target.

Yes - roll damage once and it tells you how many secondary targets you can hit and how much damage they take.

Roll hit location for each.

Burst doesn’t count the target’s defence.

As a house rule, you could require that each additional target ‘costs’ a number of Effects equal to target’s defence (i.e., hitting a target with Defence 2 takes 2 Effects from your roll, rather than 1).

Thanks Grendel, I was just pointing lack of dual wielding rules. I know RAW and second action, but it doesn’t differentiate 1 weapon and 2 weapon wielding, so by logic what Nathan proposed had more sense in combat.

Okay, I believe zones can works fine within a building. But I see an illogicality when open spaces involved too. Let see an example with moves and weapons with different range…

Since some parts of the building walls are missing, there is a clear view for each target.
1st target is 2 zones away (if I do not count the corridor), it means Long range. Distance is around 18 meter.
2nd target is in an adjacent zone, officially a Medium range. Disctance is 3 meter.
3rd target is in the same zone, Close range, Distance is maybe 45 meter.

Moving next to reach range:
1st - Long range, 18 meter, 2 zone. Takes 2 minor actions or a major action.
2nd - Medium range, 3 meter, 1 zone distance. Takes 1 minor action.
3rd - Close range, 45 meter, Same zone. Takes 1 minor action.

Shooting with 10mm pistol (Range C)
1st - Long range, 18 meter, 2 zone difference, Difficulty +2
2nd - Medium range, 3 meter, 1 zone difference, Difficulty +1
3rd - Close range, 45 meter. Same zone, no penalty.

Shooting with Assault Rifle (Range M)
1st - Long range, 18 meter. 1 zone difference, Difficulty +1
2nd - Medium range, 3 meter. Same zone, no penalty
3rd - Close range, 45 meter. 1 zone difference, Difficulty +1

Shooting with Gauss Rifle (Range L)
1st - Long range, 18 meter. same zone, no penalty
2nd - Medium range, 3 meter. 1 zone difference, Difficulty +1
3rd - Close range, 45 meter. 2 zone difference, Difficulty +2

Easier to hit the target who is far away with a pistol than a rifle…

I believe zones and ranges should be handled separately, and you should use the higher penalty.
We should say :
Close Range - Couple of meter.
Medium Range - A few dozen meter.
Long Range - A few hundred meter.

In this case how would be looked like :
1st target : Distance is 18 meter, Medium Range, 2 zones away
2nd target : Distance is 3 meter, Close Range, 1 zones away
3rd target : Distance is 45 meter, Long Range, same zone

Moving next to reach range:
1st - Medium range, 18 meter : 1 minor action; 2 Zone : 2 minor actions or a major action
Move there require either 2 minor or a major action, due by zones.
2nd - Close range, 3 meter : 1 minor action, 1 Zone : Takes 1 minor action.
Clear, move there takes a minor action.
3rd - Long range, 45 meter : 2 minor actions or a major action, Same Zone : 1 minor action.
Move there require either 2 minor or a major action, due by the distance.

Shooting with 10mm pistol (Range C)
1st - Medium range, 18 meter : Difficulty +1; 2 Zone : Difficulty +2
To hit the 1st target gains Difficulty +2 due by the higher zone difference
2nd - Close range, 3 meter : Difficulty +0, 1 Zone : Difficulty +1
To hit the 2nd target gains Difficulty +1 due by the higher zone difference
3rd - Long range, 45 meter : Difficulty +2, Same Zone : Difficulty +0
To hit the 3rd target gains Difficulty +2 due by the higher range difference (target is too far)

Shooting with Assault Rifle (Range M)
1st - Medium range, 18 meter : Difficulty +0; 2 Zone : Difficulty +2
To hit the 1st target gains Difficulty +2 due by the higher zone difference
2nd - Close range, 3 meter : Difficulty +1, 1 Zone : Difficulty +1
To hit the 2nd target gains Difficulty +1
3rd - Long range, 45 meter : Difficulty +1, Same Zone : Difficulty +0
To hit the 3rd target gains Difficulty +1 due by the higher range difference (target is a bit far)

Shooting with Gauss Rifle (Range L)
1st - Medium range, 18 meter : Difficulty +1; 2 Zone : Difficulty +2
To hit the 1st target gains Difficulty +2 due by the higher zone difference
2nd - Close range, 3 meter : Difficulty +2, 1 Zone : Difficulty +1
To hit the 2nd target gains Difficulty +2 due by the higher range difference (taget is too close)
3rd - Long range, 45 meter : Difficulty +0, Same Zone : Difficulty +0
To hit the 3rd target gains no penalty.

It may would be more realistic and logical.

Anyway I appreciate you trying to explain how the zones work, and this is what the book should do !

Yes, that can be the case, if you deliberately set it up that way.

This is why defining zones is left to the GM, rather than defined from on high by me.

The moment you start tracking distance and zones to use the higher penalty… you’re having to track more information, and defeating the point of using zones in the first place.

This isn’t an area of the mechanics that we’re just going to scrap and rewrite from scratch at this stage of production, so if you want to discuss houserule alternatives to it (which I encourage, adjust the game to your own tastes), I suggest doing so in a different thread to avoid cluttering up the FAQ and Errata thread.

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